Fanatic 05 - Orc Playbook

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    Since that time Blood Bowl has been played by thousands of 

    coaches worldwide and the rules themselves have been

    developed further, following feedback from enthusiasts

    everywhere, culminating in the current living rulebook. With

    the rules changes and modifications that have been made itseemed appropriate to revisit my previous ruminations.

    I hope the following article goes some way to helping budding

    new Orc coaches (and a few seasoned ones) take their ‘Green

    Dream Teams’ onto the hallowed turf and well-deserved

     victory. (Of course they deserve to win, “touched by Nuffle

    himself, they is; green as da turf itself!”).

    No matter what team you use when playing Blood Bowl you

    quickly notice that each team has its own strengths and

     weaknesses. Elves are agile but lightly armoured, Dwarfs are

    slow but good at blocking and Orcs? …well, they pack a punch

    in a fight, but that’s not all!

    Back in 1993/94 I was involved in the playtesting and

    development of the third edition of Blood Bowl and during

    that period I played with a fairly successful Orc team getting to

    the semi and/or final stages of all of the major tournaments in

    the Studio league. I also wrote a tactics article that was

    featured in White Dwarf magazine and looked at general Orc

    tactics, including a few optional plays for Orc coaches to try 

    out.

    60

    Or “Duffing ’em up good an’ propa!”By Carl Brown

     Orc Playbook

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    TEAM SELECTION & PLAY STYLE

    If you’re going to be playing in a league you should

    consider how you want your team to develop. The Orcs

    have one of the most versatile rosters in the game with

    access to hard-hitting Blockers and Blitzers, nimble

    Goblins and a huge selection of Star Players (for 

    Freebooting purposes).

    The options available on the Orc roster mean that you can

    take your team one of two ways: Da Fighty team or Da

    Cunnin’ team.

    GAME FORMATS

    There are three distinct formats for playing Blood Bowl.

    The first is one-off games ‘out of the box’ style; this sort of 

    play generally uses whatever models are in the boxed

    game and is played by casual gamers every now and again.

    If this describes you then this article may well be useful,

    but to gain maximum benefit you should really play in a

    league, even if it’s just you and a mate running two teams

    each (there’s so much fun that you miss by not running a

    team over a series of games).

    The second is league play which the majority of this article

    is about.

    The third is tournament play. With the growing popularity 

    of Blood Bowl more and more tournaments are springing

    up every year and the style of play during these events

    often differs slightly from those used in an ongoing

    league. I’ll touch on this at the end of the article.

    61

    Did you know...

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    DA FIGHTY TEAM

    The most common Orc team is the grinding, running play,

    ‘fighty’ team. As I mentioned in the introduction, Orcs pack 

    a punch in a fight and with four each of Black Orcs (ST4) andBlitzers (Block) available, combined with a high Armour 

     Value (AV), you can quickly put together a formidable front

    line. Throw in a Troll and you’re really going to be dealing

    out some pain to your opposition. In the early stages of a

    league, ‘fighty’ Orc teams can be hugely successful. Their 

    high AV protects them through even the fiercest line of 

    scrimmage battles and the Blitzers can quickly start to rack 

    up Star Player Points (SPPs) through Touchdowns (TDs) and

    casualties.

    If you like this kind of team then getting all of your Black 

    Orcs on the roster as early as possible is a must, as they are

    going to have a slow progression with SPPs – gaining them

    mostly from casualties.

     A good starting team selection for a ‘fighty team’ is: 3 Black 

    Orcs, 3 Blitzers, 2 Throwers, 4 Linemen, 2 Re-rolls, 6 Fan

    Factor. This line-up gives you a good solid front line with

     which to batter your opposition, two good ball carriers

    (Throwers with Sure Hands skill) and a Fan Factor high

    enough to ensure you earn reasonable money to buy new 

    players and Re-rolls with. Adding a Troll as early as possible

    helps to toughen up an already hard front line.

    One downside to playing with a team solely devoted to

    battering the opposition to a bloody pulp is that your tactics

    can be a little one dimensional. On offence, you gather the

    ball, put it in a protective pocket (or cage) of players and

    slowly pummel your way to a 7 or 8 down Touchdown. (See

    Stalling or Clock Management). On defence, you should try 

    and work a Blitzer or two into position to sack the opposite

    ball carrier. If your opponent is a throwing team then it’s also

     wise to keep a Blitzer in your backfield to use as ‘cover’ for 

    taking out any receivers that break into your backfield.

    Unfortunately for you as the league progresses the other 

    teams will also gain skills and extra players. You can soon

    find yourself facing an Elf or Skaven team which quickly 

    dodges from your players leaving you with a single Blitz

    action each turn to cause damage with – not an ideal

    situation for a ‘fighty’ team. A good way to counter this

    eventuality is to have an ample sprinkling of Tackle skill

    (more on skills later).

    STALLING, OR CLOCK MANAGEMENT

     A subject that often causes heated discussion in the Blood Bowl community is the slow grinding 7-8 down drive. The

    objective is to score a TD while leaving your opposition no time to respond before the end of the half. The part that

    can cause arguments is if a team gets to the End Zone early and stops or stalls with the ball, forms a defensive shield

    around the ball carrier and then proceeds to run the clock down, scoring on the final down.

     Whether this is an issue for you or not depends on your gaming group. Personally I don’t have a problem with it and

    the players that I play with all see it as an acceptable tactic.

    Our view is that it’s one of many tactics – deal with it! Even throwing play specialists do the same thing – just with a

    slight variation. Instead of carrying the ball to within one or two squares of the End Zone and stopping they simply 

    hold the ball way back from trouble for several turns in the hands of their Thrower. He stands deep in his own half 

    until a clean ‘Touchdown pass’ presents itself then moves up to release the ball and the team scores a TD, leaving

    slower teams little or no time to respond. The stalling tactic has both benefits and risks for whoever tries it.

    The key thing for Orcs is that slow, grinding plays give ample opportunity to smash the opposite team up so that they 

    can’t put up much of a fight in the second half. The risk is that if you make a mistake during your slow advance and

     your opponent grabs the ball you may find yourself in the position where you can’t respond quick enough – so you’d

    better learn to do it right!

    But hey! This article is for Orc coaches so who cares what the opposition thinks? Use the slow drive if you really want

    to dish out some pain.

    “Smash ’em up, and Zog ’em if dey don’t like it!”

    Did you know...

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    DA CUNNIN’ TEAM

    The second style of Orc team (and my personal favourite) is

    da cunnin’ team.

    The benefit of the Orc roster is the high number of 0-4

    entries. Not only can you have loads of tough guys you can

    also have up to four Goblins. On the face of it the average

    Goblin isn’t much to look at, but with the inclusion of a Troll

    they suddenly become a ‘special play’. The second style of 

    Orc team follows a slightly different path from the ‘fighty’

    team. Sure, you need to utilise the power and strength of the

    Black Orcs and Blitzers but, by including Goblins with a Troll

    (just remember to put someone next to him before he does

    anything) you open up a whole new avenue of tactical

    options – ‘Dat’s cunnin’ dat is!’

     You can be very flexible with your tactics when playing with

    this type of team; it has muscle but isn’t as tightly focussed as

    a ‘fighty’ team. In general it is quicker (the Goblins combined

     with the Blitzers) and much more difficult for your opponent

    to predict – you have more play options.

     A good starting line-up would be: 2 Black Orcs, 2 Blitzers, 1

    Troll, 4 Linemen, 1 Thrower, 3 Goblins, 2 Re-rolls, 7 Fan

    Factor. This gives you a good foundation on which to build a

    flexible team able to ‘fight it out’ or utilise the ‘pass option’

    as the need arises.

     You may find that this team is slow to get going and it’s not

    always as effective in the early stages of a league as the ‘fighty’

    team, but stick with it. Once you have a few skills scattered

    throughout the team you’ll have excellent play options to

    keep your team competitive through even the longest of 

    seasons.

    GENERAL GAME PLAY

     Versus Low AV, High AG

    So how do you actually use Orcs on the field of play then?

     Well, when facing the fast, low AV, high AG teams, such as

    Elves & Skaven, you’ve got to face facts – they’re going to

    score.

    Now before you throw this article down in disgust and start

     yelling “this guy obviously doesn’t do defence” (expletives

    removed) let me run the last bit of that sentence by you again

     with a few extra details.

    “ …you’ve got to face facts – they’re going to score... once...

    maybe.”

     When you’re playing with an Orc team and you come up

    against a team which is quicker, more agile and, well,

    basically better at playing with the ball than you, you have to

    be prepared for them to score.

     With that in mind you can prepare a game plan that won’t fall

    apart (have you stressing out) if the opposition grab a quick 

    TD in the early stages of the game. When you’re on offence,

     Wood Elf coaches will have Wardancers leaping over your 

    lines and heading for the ball either before you’ve picked it

    up or just as you get it. Skaven players will have a pack of 

    Gutter Runners swarming after the ball through any tiny gap

    KEY PLAYER FOCUS: GOBLINS?

    Despite their diminutive stature Goblins really are great little players when included in an Orc team.

    Goblins can be ‘groomed’ (though you’ll need to wear gloves) to become your catchers. Seeing as they already start

     with Dodge and Stunty you’ve got a nimble little critter that just needs Catch to make your opponent pay more

    attention to him sneaking down the sidelines.

    On defence if you have several Goblins on your team you can send them through the opponent’s lines to ‘team up’

    and hunt down the ball carrier. Alternatively you can use their useful Dodge skill to get them into position to add that

    all important assist or nip in and deliver a nasty foul action on opponent’s key players after the Black Orcs have

    knocked them down.

     A particularly sneaky ploy when facing an opposing cage (usually against Dwarfs, Chaos or Undead) is to throw the

    Goblin into the cage. Target an empty square next to the ball carrier, your Troll will most likely miss the throw so the

    Goblin will scatter into a different square, potentially hitting an opposing player. This has a good chance of opening

    up the cage for your Blitzers to exploit and sack the ball carrier. The Goblin may well get injured in this play, but hey!

     Who cares? There are plenty more where he came from.

    Goblins can also be used as a great diversion to pull opposition players away from defending against your running play 

     – threatening the Pass action as they dodge their way into range of the End Zone.

     And obviously there’s the straight 1 down TD, Throw Team-mate play – you know what that is so I’ll not go into it in

    detail (okay it’s risky, but it can work sometimes).

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    This line-up gives you two players in position to reach both

    corners of the field to collect the ball if necessary. Whichever 

    direction the ball ends up going in you can use the player not

    going for the ball to protect the player that does. The rest of the team is set up to be able to react to a fast strike on your 

    ball carrier while maintaining a formation that can quickly 

    form a protective pocket (cage) around the ball and drive

    downfield in a running play.

    If you’re really struggling by Turn 2 and the agile players are

    all over your ball carrier I’d suggest taking a deep breath and

    then giving them a good kicking. Don’t worry too much

    about clearing the ball out of the Danger Zone – they’re

    quick and agile remember! They’ll bring the ball right back in

    no time if you throw it upfield and fail a catch. Worse still, if 

     you fumble and have the ball at your feet they’ll stand a good

    chance of picking it up even in tackle zones. So, bearing in

    mind that they may score on down 2 or 3, try to take out the

    danger men that are causing you so much trouble now – they 

    might score but it’ll cost them 2-3 players to do it.

     Worse case scenario. For the sake of argument let’s say they 

    turned you over and scored on down 3. Give a sarcastic “Boo

    Hoo… what do I do now?”, and then smile menacingly – it’s

    that’s appeared in your front line. More importantly, most

    coaches will probably have a player with Kick so will be

    putting the ball deep in your backfield, usually in the corner.

     Which means you’re going to have to move it a long way toscore – and that means protecting the ball carrier for a long

    time.

     When you’re on offence the first few turns of the first half are

    critical against agile teams (Wood Elves & Skaven in

    particular). Your main aim is to take out their key players

    (Wardancers/Gutter Runners) as quickly as possible. Oh…

    and stop them from getting the ball off you – yep there’s a

    ball… must remember that.

    The initial couple of turns after the kick-off when you first

    grab the ball is when the agile teams have their best chance

    to score against you. Now you may think that by playing deep

     with as many players as possible you reduce the chances of 

    having the opposition steal the ball. It doesn’t quite work 

    that way as the more players you pull back the weaker your 

    front line and the harder it will be to push forward once you

    have the ball.

    Take a look at the sample formation: ‘Da Grappla’:

    BO   BO

    L   L BL

    BL   BL

    T   T

    L

    BO

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    all going to plan (you did take out those Wardancers/Gutter 

    Runners/‘danger men’ right?).

    Now when you receive the next kick the agile player may try the same trick again, but with several key players missing it

    should be easy for you to brush them aside and grind

    downfield to equalise at the end of the half.

    If by some chance your agile opponent doesn’t play the ‘sack 

    the ball carrier quick tactic’, all the better. Gather the ball into

    a protective cage and slowly batter your way through his

    team. Even if he rolls back from your line (only giving you a

    blitz each turn) make each blitz hurt, target his specialist

    players. The low AV of agile teams means that with a

    concentrated effort in the first half you can leave your 

    opponent with not much more than linemen in the second

    half.

    On defence against agile teams use either a Blitzer or some

    Goblins to put pressure on their thrower deep in his own

    backfield, but concentrate the majority of your effort on

    clearing out the potential receivers he will try to rush

    through your lines. If this is the second half then he should

    struggle to work his players through – you’ve already 

    battered his best players (see above). If it’s the first half then

    apply the tactics I’ve already mentioned and target the

    ‘danger men’. Don’t worry too much about conceding an

    early TD.

     Versus High AV, Low AG

    Games against the High AV, low AG teams are going to be

    tough. It’s going to be a toe-to-toe slugfest, make no mistake,

    so how can you come out the winner?

    PLAYBOOK HIGHLIGHT – DA CAGE

    There are many ways to protect a ball carrier in apocket or cage but I’ve found the most versatile and

    some would say most effective way is:

    This maximises the

    level of potential

    assists you can give

    the ball carrier  

    should your 

    opponent get into a

    position to block 

    him (also if they  

    knock him over he’ll

    fall into a square

    covered by the

    tackle zones of two of your players so the ball might

    still be ‘safe’). More importantly, it only uses four 

    players to do so, leaving the rest of your team to fight

    a route downfield to the opposite End Zone, create a

    screen or ‘outer ring’ around ‘da cage’, or generally 

    get on with duffing up the other team.

    Once again the basic rule of targeting their key players

    applies. Most hard-hitting teams have a proportion of players

     with AG2 (or less) this makes the AG3 players critical for 

    moving the ball (Dwarf teams only have a maximum of four players that have AG3 available!). So the number one priority 

    is to take out the opposite team’s potential ball carriers.

    Obviously they’re going to be thinking the same about your 

    team so protect your Thrower(s), his Sure Hands skill could

    make the difference in grabbing the ball out of a midfield

    meatgrinder when your team starts to ‘dook it out’ with

    theirs.

    If you’re playing with a ‘fighty’ team on offence, the motto is

    “do it to them before they do it to you”. Slap ’em down with

    the Black Orcs (Mighty Blow and Piling On are useful skills

    for these games). Try to channel your running play towards

    the side of the field so that you can start to shove players into

    the crowd – it’s easier to clear your opponent’s lines (no

    need to roll to beat their Armour). If you’re playing with a

    cunnin’ team then these are the games in which to utilise

     your ‘Passing play’ option. Use your Goblins as receivers and

     work them deep into your opponent’s half. While this is

    going on use the rest of your team to push for a running TD.

    This keeps the pressure on your opponent as he has to split

    his defence against two potential scoring tactics. If the

    chance arises for a short TD pass to a Goblin then take it!

    On defence against running plays you need to try to reducethe amount of damage your opponent does to you while

    maximising the effectiveness of your own attacks. To do this,

    play a ‘roll back’ defence. This means you try to only give

     your opponent a Blitz action with which to block your 

    players. You use your team to tie up the area in front of your 

    opponent’s team with tackle zones while working a Blitzer or 

    two into a position to pressure the ball carrier and hopefully 

    make an attempt at sacking him. If you’ve got a Goblin, send

    him into a scoring position to annoyingly wait for a TD pass

    if you pop the ball loose. This can cause you opponent to get

    nervous and send a player to deal with him weakening his

    advancing line. Sure you’ve both got one player out of the

    main action, but your Goblin could be a game winner.

    DEVELOPING YOUR TEAM –

    SKILLS AND ADVANCEMENTS

    Over the course of a league you’ll need to fill out your 

    roster (and replace the inevitable losses). Fighty teams

    should grab a Troll, an extra Black Orc and another Blitzer 

    as their next purchases. Cunnin’ teams should go for 

    Blitzers before Black Orcs as they keep the overall MV of 

     your team higher, enabling more flexible play options. A 

    second Thrower would also be wise. Of course, the

    addition of an Apothecary is a  must  whichever type of 

    team you’ve chosen.

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     With regards skills here are a few suggestions:

    Black Orcs: Mighty Blow, Block, Piling On, Guard.

    I favour Mighty Blow over Piling On because with an MV of 4

    I prefer my Black Orcs on their feet. However, if I have a full

    roster I’ll have both scattered throughout my team.

    Blitzers: Tackle, Strip Ball, Sure Hands, Mighty Blow.

    I tend to develop a couple of Blitzers into defensive players

    (Tackle/Mighty Blow) and a couple into offensive players

    (Tackle/Sure Hands). Strip Ball is useful in the early stages of 

    a league when the number of players with Sure Hands is

    quite low, but tends to be less effective as a league

    progresses.

    Throwers: Block, Accurate, Safe Throw, Hail Mary Pass.

    Linemen:   Tackle, Block, Dirty Player, Kick, Leader, Pass

     Block.

    I concentrate on keeping the proportion of Tackle and Block 

    in the team at a high level, but also use Linemen to

    incorporate the useful, unusual skills into my team.

    Goblins: Catch, Sidestep, Diving Catch, Sure Feet, Nerves of 

     Steel.

    Troll: Block, Pro, Piling On, Break Tackle.

     A quick word about rolling doubles – Stand Firm is a great

    Trait and if you can get it on a couple of Blitzers or Black 

    Orcs then do it! These players can then be used to help

    ‘refuse’ the wide zones when you’re on defence (see the

    box). Strong Arm for a Thrower can help cause all sorts of 

    problems to an opponent who thinks the Orc throwing

    game is restricted to short passes. Jump Up is really usefulfor Goblins (especially if they’ve survived falling over after 

    a Throw Team-mate play).

    PLAYBOOK HIGHLIGHT :

    REFUSING WIDE ZONES

    Refusing a wide zone is when you have a player or two

    that can halt your opponent’s advance down one of 

     your flanks.

     Agile teams use players with the Side Step skill to put

    tackle zones into places you don’t want them, and this

    can really mess with your attempts to punch a hole in

    their line. Strength teams, like Orcs, use Stand Firm to

    ‘hold position’. If your opponent tries to push your 

    players out of the way to create gaps for receivers to

    run through into your backfield, Stand Firm stops

     your guys from being moved. This helps to refuse the

     wide zone.

    If you can do this on both flanks you can force your 

    opponent to play down the middle of the field, which

    is just what your Orcs, particularly the Black Orcs,

     want to happen…

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    TOURNAMENT PLAY

     A quick word about playing with Orcs in tournaments.

    Tournament rules vary from event to event, but one thing

    that seems to exist in the majority of them is some form

    of skill selection. This is often restricted to one skill per 

    player so with this in mind I’d suggest the following:

    Blitzers – Tackle, (one with Strip Ball if Star Players are

    allowed), Black Orcs – Mighty Blow (keeps them on their 

    feet while helping to cause more damage).

     After that it depends on what line-up you prefer – 

     Accurate and Catch for a Thrower/Goblin combo, Piling

    On or Block for a Troll – whatever suits your play style and

    the environment that you’ll be playing in.

    SUMMING UP

    Some people say that Orcs are one of the easiest teams to

    play with, and at the beginning of a rookie league I’d

    agree. But to do well in the long run you need to develop

    a team that can keep up with the pace as agile teams

    become TD machines and Strength teams become

    casualty generators. Doing this with an Orc team is the

    mark of a good coach. How you go about this depends on

    the environment of your own league, but hopefully this

    article will have given you some useful tips to keep you in

    amongst ’em at the top, and help you have some fun along

    the way.

     Author 

     Further 

     Information

    Website

    Carl Brown was one of the

    original play testers for the third 

    edition of Blood Bowl. He is also

    the first and only coach of 

    (in)famous Orc team,

     Da Deff Sqwad.

    The Orc team is available from

     all good GW stockists. The entire

     Blood Bowl range is available from Games

    Workshop Direct (see the How to Order section for 

    more details).

    www.BloodBowl.com